Player feedback and analysis of the actions of players in battle has allowed us to get a good picture of what is going on and to understand the strengths and weaknesses of the decisions we took earlier. As a result, we have prepared a list of changes that are aimed at improving the gameplay that was originally conceived for Sandbox. The changes are systemic and directed more toward improving the interaction between vehicles that play different roles, rather than toward balancing specific vehicles.

SPGs

SPGs were changed drastically. Also, the following two tanks destroyers underwent reconfiguration: the FV215b (183) and the FV4005 Stage II. SPGs The SPGs on Sandbox behave drastically different from the live server. The new set of mechanics and wide selection of customization options allow players to look at SPGs from different perspectives. We are striving to remake the SPG into a vehicle type that will be both in demand by players and, at the same time, will not be too much of a pain to fight against. This is a difficult task, which calls for many more iterations of testing to verify a number of hypotheses.

Having analyzed the feedback and battle statistics on the Sandbox, we identified the issue where a hit by an SPG shell impacts the characteristics of the target vehicle too much. We addressed this issue in a complex manner and not only overhauled the mechanism of receiving damage from stun, but also changed the duration of stun and the degree to which it affects the vehicle’s characteristics.

Slightly changed the hit areas for causing damage and stuns: now they are equal (they could differ before by 5–10%).

Now the degree to which stuns affect the vehicle’s characteristics slightly depends on the damage that the vehicle received (the less the damage, the less severe the stun).

Depending on the vehicle, the time of stun has been reduced by 10–30% both upon splash and direct hits.

The characteristics of the Object 261, which was extremely effective at its tier, were changed to improve the balance between different SPGs:

Aiming time of the 180 mm B-1-P gun changed from 4.5 s to 5 s.

Dispersion on barrel move of the 180 mm B-1-P gun increased by 10%.

We have significantly increased the dispersion after a shot of the Bat.-Châtillon 155 58 Canon de 155 mm gun because this SPG could keep a vehicle stunned for a long time with consecutive shots.

Scouts

(Ru 251, T49, T-54 ltwt.)

Decreased the excessive maneuverability that caused discomfort when driving a vehicle. Slightly improved acceleration dynamics. In general, driving a scout vehicle will be more comfortable without any loss of effectiveness in battle.

Decreased the coefficients upon turning on all types of terrain.

Improved acceleration dynamics.

Maximum forward speed of the T49 changed to 75 km/h.

Maximum forward speed of the T-54 ltwt. changed to 75 km/h.

Assault

(IS-7, 113, T110E5)

Players often noticed that assault vehicles could not perform any quick maneuvers. In the first iteration of the Sandbox, the maneuverability of assault vehicles was decreased to make their gameplay different from that of cavalry vehicles. Generally, this task was accomplished; however, not everyone liked the scope of changes. We have taken the decision to find a balance of vehicle states between that as seen in 9.15 and Sandbox.

To increase the power of fire support vehicles, their maneuverability and dynamics have been improved. We increased penetration for vehicles with mediocre dynamics so that they can effectively engage targets at long range because said vehicles lack the ability to effectively fight in close combat.

M48A1 Patton:

Penetration of the APDS-T M392 shell for the 105 mm Gun M68 changed from 270 mm to 290 mm.

Penetration of the HEAT-T T384E4 shell for the 105 mm Gun M68 changed from 295 mm to 310 mm.

Leopard 1:

Improved acceleration dynamics.

Traverse speed of the Leopard 1 suspension changed from 40 to 54 deg/s.

We increased the dynamics of cavalry vehicles to retain their effectiveness in close-quarter combat against other vehicle roles. In order to incentivise cavalry vehicles to engage in maneuverable combat, we have reviewed the correlation between stabilization and gun accuracy.

Object 430:

Improved acceleration dynamics.

Dispersion on hull traverse with the Object 430 suspension decreased by 26%

The HESH Mk. 1 shell for the FV215b (183) and FV4005 Stage II within the current vehicle balance has shown excessive effectiveness that is why the shell has been removed from testing.

FV215b (183):

Armor protection is set to the variant from version 9.15.

Dispersion of the 183 mm L4 gun changed from 0.4 m to 0.45 m.

Damage of the HE Mk. 1 shell for the 183 mm L4 gun changed from 1,750 HP to 1,200 HP.

Penetration of the HE Mk. 1 shell for the 183 mm L4 gun changed from 92 mm to 37 mm.

Removed the HESH Mk. 1 shell.

FV4005 Stage II:

Dispersion of the 183 mm L4 gun changed from 0.36 m to 0.42 m.

Damage of the HE Mk. 1 shell for the 183 mm L4 gun changed from 1,750 HP to 1,200 HP.

Penetration of the HE Mk. 1 shell for the 183 mm L4 gun changed from 92 mm to 37 mm.

Removed the HESH Mk. 1 shell. Added the following three vehicles to Sandbox: the Object 263, FV215b, and AMX 50 Foch (auto).

Yes, the AMX 50 Foch (auto) received a new name, and this is no coincidence. The AMX 50 Foch was balanced to play the role of an assault vehicle. At the same time, the vehicle has lost its 155 mm gun because the gun was not appropriate for the planned vehicle role, and is now equipped with a more comfortable 120 mm gun. The Foch still has 4 shells with 390 HP of damage in the clip, which quickly reloads both completely and between shells. This is an experimental setup that may be subject to change in the future.

The Object 263 and FV215b are set up to play the role of assault vehicles, their armour was improved in comparison with 9.15.

Known Issues

When armor absorbs damage from splash of a hit from an SPG, too much stun is applied.

If a vehicle is penetrated with an SPG’s HE shell, no stun is applied.

When a vehicle is destroyed in one hit, the sound of stun continues to play until the end of the battle, in the Garage, and in subsequent battles.

The sound effect of stun is played quite loudly and for a long time, which muddles the overall sound ambiance.

When stun is stacked up through hits of 2x SPGs at the same time (and the first applied stun is stronger that the second one), the second, weaker, effect should be activated as soon as the first one expires, whereas now the first, stronger, effect is prolonged instead. • Incorrect display of vehicle markers when viewing information upon pressing ALT: the name and vehicle icon intersect.

When the effect of stun is applied alongside with detracking of the enemy vehicle, assisted damage is only earned for the action of stunning.

Upon successive damage to a vehicle from 2 SPGs, when the hits reach the target in the following order: 1st SPG, 2nd SPG, 1st SPG, assisted damage of the second SPG is not counted.

When spectating the battle after destruction of the player’s vehicle, which was under the effect of stun, the stun indicator is not displayed for other allied vehicles.

When driving an SPG with alternative aim enabled, the player can aim outside the map’s boundaries.

When switching to spectate an allied vehicle in the battle after destruction of the player’s vehicle, which was under the effect of stun, the sound effect of stun is not played.

The stun indicator is not displayed if an SPG hits the vehicle that is already stunned at the moment when the previous stun expires.

If a stunned player returns to the Garage, the indicator on the map/minimap will be displayed until the end of the battle for all allies and enemies.

• On mouse over a Premium shell in the Maintenance window, the pop-up shows the price in credits.

• When a replay is viewed, markers of shots of enemy SPGs are not displayed on the minimap.

• In shell info, the penetration falloff value at 100 m does not reflect the real data. Instead, the default value from the shell’s parameters is shown.

1. ShootingAccuracy will change to about average between the state that it is in now and what it was before the patch 8.6.This should lead to nerf of derps and increase the role of spotting.

2. Loss of armor penetration at a distanceLoss of armor penetration is now at a distance of 50 meters from the start, instead of 150.AP penetration at a distance of 500 meters will be reduced by 33% compared to the nominal value. APCR – 40%. HEAT will become projectiles for long distances.

3. AgilityThere will be unifying of technical statistics – all tanks will get hull and turret rotation nerfed.All in a way that LTs and MTs can outturn HTs and TDs.

4. SpecializationMT, HT and TD is too universal, compared to LT and Artillery.You will see greater class specialization:

Close combat MTs (T-62A, 121)

Breakthrough tanks (IS-7, T110E5)

Tanks (E-100, Type 5)

Second line tanks (AMX50B, Patton 3)

Glass cannons (Grille 15, Obj. 268)

Scouts, spotters (T-54 mod., Ru 251)

5. View rangeEveryone will get view range decreased, except for the scouts, who will get buff.

6. Artillery

Decreased view range, maneuverability.

Aim time and gun turning spread reduced

Aiming marker will be added, which will be visible to allies.

Perhaps the Battle Assistant will be added.

Reduced penetration (will be about 1/10 of caliber)

Increased splash radius (up to 16 meters for some arties)

In case of direct hit from arties you will lose no more than 300 – 500 HP

“Stun” – tanks, falling within the range of splash, will be given debuff of 50 % for all the actions of the crew for 10 – 20 seconds (shellshock, they will be temporarily contused), depending on the proximity to the epicenter hit.During the duration of the effect, artillery will be given experience and credits as if the tank was tracked.Now support will be arties’ basic earning.

Q. “Sandbox” will be released today?A. The test will start tomorrow (16.06).

Q. Not all “chain letters” have been sent?A. Newsletter on the first iteration of the test will come today (15.06).

Q. That’s all a lot of people to recruit (in the sense of needing to recruit them, not in amount of applications) for this test, will there be NDA?A. Lots.

Q. Artillery can hit allies with splash?A. Yes.

Q. What will be the point of tier 10 arty?Besides medals mechanics?A. Damage and stun.

Q. And how will “damage and stun” on tier 8 differ from “cause damage and stun” on tier 9 and “inflict damage and stun” on tier 10?A. It’s the same as now.

Q. 261, compared with 212, has smaller caliber, less damage. It compensated with AP, accuracy and rate of fire.Now, the only advantage is RoF. Will this be changed during the rebalance?A. That’s not planned. Some changes can generally happen, but not in connection with the rebalance and improving of the logic in the branch advancing.

Q. The usual tier 10 arty which previously inflicted 1 – 1.5 k of damage will now only do 300 – 500, i.e. tier 8 arty that deals 500 – 800 damage will now do 100 – 200 damage?I’m not even talking about arties below tier 8, there won’t make sense to shoot, the shell will not make back the credits for the shot.A. The splash damage radius will be increased.There will be additional profits for arties’ hits.

Q. As well as experience for tanking?And “will be”, will be right away, in the sandbox or in patch 9.16?Or simply “will be” meaning they will come with sandbox release…A. This won’t happen in the sandbox, but eventually it will.

Q. Aren’t you afraid the economy of the game will collapse?A. We are afraid of that.

Q. How about testing it, then?Without an understanding of the economy in experience and silver, why do all the changes?A. Test is directly about the gameplay and balance.Depending on what changes will be declared fit, the economy and profits will be adjusted.

Q. Aren’t you afraid that the camping tanks are so uncomfortable to play that arty hate will be even stronger? All crew members injured immediately for 20 seconds – very, very unacceptable.A. We decided that this option is better than getting a large one-time damage.

Q. Arty splash is 800 square meters.One arty can easily splash 2 – 3 tomatoes, driving through their lovely corridors.Two arties will make continuous stun. Will this mean a platoon of Bishops or FV304s will never fail?A. You take the maximum size for a splash of the most powerful arties and project it on the rapid firing little arties.What for?

Q. And in the light of the upcoming changes, how will you buff / nerf premiums?A. They will be okay, like now.

Q. Loss of armour penetration now starts at a distance of 50 meters from the start, instead of 150.A. Instead of 100.

Q. All HEAT in the game is for gold.A. Because of its randomness when hitting various angles of the tank…

Q. Earlier, I played Maus and angling the turret 30 – 45 ° I only heard hissing HEAT penetrating through its cheeks.The rest bounced, so you slightly underestimate HEAT.A. HEAT’s parameters will be reviewed.

Q. HEAT module is random because of hitting modules and objects and for other shells you have increased the spread with distance, meaning you decrease the skill role and increase the role of RNG?A. HEAT parameters were also changed.

Q. What should I do with the damage done to the allies, who are slow and within the 30 meter splash?A. 15 meters is maximum.

Q. What is the deeper meaning of the team damage in this game?A. “Like in life.”

Q. In real life tanks get lost in open field?In the real life knocked out track is repaired in 15 seconds?In real life gold healing kit instantly revives everyone?A. There are compromises in the game, we can’t do without them.But we don’t really want to undo all of the elements of realism.

Q. After each SPG shot there’s now a penalty for the team damage.A. We take that into account.

Q. This is only the first public iteration of the sandbox, out of dozens. There are FV304, leFH and similar arties. Will they cause at least some damage?A. Yes.

Q. Another question, with technical parameters don’t you want to add more stuff and more perks to rebalance crew and equipment?A. It’s a later plan.Otherwise we will work on several fields at a time.

Q. You already work on them instead of the obvious changes to matchmaker and maps.A. Matchmaker and maps will also get fixed.